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Failion

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Posts posted by Failion

  1. I say they are all important. Graphis are important. You want to make the place you are adventuring in look interesting and not dull. Character development I believe what set baldurs gate 2 way ahead of the other infinity engine games. The antagonist Jon irenicus there is character development throughout the entire game about him. It keeps the played hooked to the story in the game. Besides your adorable little half sister. He was also pretty unique for a elf. being stocky and muscular. Having a hellraiser like face. He was like a outsider outsider to the world, so full of himself douchebag personality. That antisocial defiant personality he had was awesome. 

  2. There are ways doing lore right and ways of doing it wrong. Personally I think kingdoms of Amalur did it really wrong. Boring hack and slash offline world of warcraft game. The ye old irish lore what you hear from interacting with stones, I can't remember if it were stones, did absolutely nothing to help the game and enrich the game world. Nothing wrong with a game having a beastiary. Lore doesn't get criticism in games but I think it should. It can be done poorly like any other thing in the game. 

  3.  

    It is no different from the appeal of some non-"weird" change of location. Ooooh, a forest! Or a cave! Or some castle we haven't been inside! Look, varied architecture and gameplay factors!

    actually it's more like... "this game takes place in the desert, so there are no forests. But I really like forests! So let's teleport the player to a plane where they can see the cool swaying tree animations one of our artist has been working on in his spare time."

     

    it's like putting everything and the kitchen sink into the game, no matter if it goes against the concept/ premise of the game.

    They do not have to do a mulitplanar game like dnd and whatever else. Problem with the infinity engine games there is so much they can do with the maps and they mostly take place in faerun a boring typical medieval fantasy world with predictable terrain. The planar travel spiced things up a bit when things got stale. I like the art design they have going for project eternity, the waterfall cave concept art looks great. If they make every map in the game look unique then the game would be fine and won't go stale like arcanums repetitive maps. 

  4. I find it boring in games like skyrim and dragon age. Where the lore is thrown in your face in loading screens and codex entries. How to put it, takes the fun out of exploring fantasy worlds where everything is written in stone. I want to explore places no one has heard of before and fight enemies nobody has a clue about. Fight enemies whose magic is magic to the world and its inhabitants etc. I don't want to know everything. I do not want the games loading screens and there to be index entries that are equivalent to a omnipotent scholar that knows the multiverse and everything within it lol.

    • Like 1
  5. A mage with melee capability I see being less tough then a fighter and not as visceral and having that rush, killer instinct. Their minds being focused on using spells and whatever martial knowledge they possess in killing their enemies. Because they focused on defending themselves they lose their potential in blowing up enemies at a distance, however they can defend themselves in close quarters better. But never the less are easily butchered by a real and experienced fighter that closes in on them or diverse array of enemies from afar. 

  6. The limited interaction with the game world besides killing crap and talking to npcs. Gameplay felt entirely to focused on killing and attacking crap, little else to do. Pathfinding, your party members colliding into each other. Collision is a great mechanic but the pathfinding was terrible and party movement need to be more fluid.                                    

  7. In Torment: Tides of Numenera - yes. In Project Eternity - preferably not, or only in a way that very specifically ties to the setting (something connected with souls?)

     

     It's a potentially fascinating trope sure, but it's also one that you have to consider whether its inclusion has any benefit to the setting.  In Forgotten Realms it's tied to the P&P Origins, in something like His Dark Materials its fundemental to the concept, but nothing I've seen so far suggests this being the sort of adventure with Interplanar travel.  I'd rather they spent the time making one world with all sort of nuances and politics and whatnot than overextending to try and create an entire other setting.  I don't mind implying that such things exist if thats what they have in mind, but with the whole world as an open canvas right now it seems rather superflous to be exploring them this early on.

     

    I agree with what your saying. I don't care about this interplanar stuff. I do like how they have this entire world to create. But from what I know they they have zero experience in crafting a world with politics and all that stuff.  

  8. Overdone, in my opinion. It's too much of a staple/token in RPGs. They're almost always functionally identical to your typical dungeon but with "CRAAAAAAAAAAAZY" art assets, floating platforms in a void, creepy faces on walls/acting as doors, etc. Possibly a teleporter maze, as well.

    It doesn't have to be that far out and not every crazy is the same crazy. Here is a cool gameplay idea I thought of, ties to that inside out plane and my post. Late in the game you can recruit a mystical shaman to your player fortress. And he can make a item for you and your party where you can travel into the souls and the mind of the naturals things in the world. Perhaps your party does this to figure out something relevant to the main plot or to simply fight secret bosses. 

  9. In Planescape it was different as the whole plot revolved around planes, but overall I'm not really fond of getting suddenly thrown in different dimensions. Even though I loved Planescape: Torment I usually like more subtle fantasy so maybe dream sequences or other creations of imagination would be better if we want some weird places in Project Eternity.

    Well maybe I should rename the topic, doesn't have to exactly be on another plane like planescape torment. But a far out weird place. They could have a inner earth or Alice in wonderland kind of thing. Example you find mysterious a hole in the ground outside a simple monastery  You use a rope and go explore it next thing u know u fell down 10 feet and are now on top of a slopped forested hill. You make your way down the hill to find a underbrush with another hole. You go down again and now you are in a dark slightly misty forested area with little monkeys and cocoons aligned along the trees.

  10. Just sharing a bit of life experience here, but I worked for 4 years teaching over 5000 high risk offenders from every prison within the major city in which I live, 70% had psychological disorders.  In light of my previous quoted statistic, had exactly 2 (verbal/miffed only) incidents during that time.

    I resigned due to my contempt for the (CRB checked - never arrested) colleagues I was working with who would happily place at risk of harming children offenders with 14-16 year olds, sexual harrasment against female staff (who did nothing because managers could only see misconduct, not a lack of it),  steal more than half their yearly salaries from the college, and commit so much fraud and gross misconduct that the daily examples couldn't be summarized in one go.

     

    Similiar to another post quoting the military, a significant aspect of 'evil' for me has become what people (in this case highly educated, qualified professional's) could get away with within an institution - behind physical and bureaucratic walls -  with no more than a bit of window dressing in place if anyone peeked a bit higher, and beneath this verneer still maintain their social, professional, and personal standing.

     

    My point is that there's enough of that crap in real life for me, and I chose to disengage from it - so whatever 'evil' a game contains I hope is done tastefully enough to engage the player.

    true that real life evil is disgusting I take derpy fantasy evil just cause any day.

  11. Nah no one born into a role. Someone a psychopath? They probably got raped very young, saw violence daily and everyone they grew up around was abusive towards them=misanthrope serial killer. Drug addict? Parents abuse drugs. Selfish? Jealousy issues young age never dealt with. Cannibal serial killer? curiosity with animal dissection at a young age, growing up around abuse etc. There always actions and factors that shape someone to who they end up being. Unlike in fantasy dnd where a devil is always going to be evil just cause. 

  12.  

    Make being evil 2x as rewarding then being good.

    No.

     

    Just make morally ambiguous choices equally viable solutions, and leave it up to the player whether they feel comfortable with it.

    I dont see why being evil can't be more profitable the being good. Rob a bank and make a fortune. But you ruin the towns life and make enemies. You know kind of like in Arcanums first town but without the broken stupid economy. Real life evil rules. people who exploit others no matter the cost win.

  13. The Technologists 

     

    The technologists are a small intellectual group of humans that are obsessed with gizmos and gadgets. They hate other races and groups what they see as primitive. Their members range from farmers to aristocrats. They are unpopular small secretive group but powerful. They are very defensive in nature. They tend to keep to themselves. If one of their members were to be murdered they will retaliate with powerful technological efficiency in seeing that they are avenged.

    • Like 1
  14. first thing I thought when I read this topic was GTA San Andreas. Where you can choose your protagonist unarmed style of combat. brawling, boxing, karate etc. How can this apply to project eternity I don't know. Monks all have a standard set of animation of attacks and you can find different ones in urns in the game or whatever. So you can have your monk go from asian stylized combat to setting up jabs and throwing haymakers. 

  15. Hmmm okay I'll try this.

     

    Satan.

     

    Everything dark and edgy, twisted, self expression. He is generally known to be EVIL. 

     

    Satan is a god that enjoys all the dark and wrong things in existence. Rape, murder, gore and unprotected sex. He is a ancient god eternally imprisoned long ago for reasons unknown. During this imprisonment he forgot himself. Being incredibly pissed at the rest of the gods for not being locked up for thousands of years and not reveling in the darkness as himself did and still does, he has many enemies. Satan hates everything in the mortal realm that the majority like because he is dark and edgy. He encourages his followers to self mutilate and bring torment and anguish into the world. Sacrifice living things and cover his temples and the world with rotting corpses and bones of the deceased. He doesn't care about his follower or anyone however other then the rape, murder gore and unprotected sex. His end goal is to corrupt every soul in the game world and eventually bring his personal domain in the mortal realm. 

  16. Would be cool to see classes being able to branch off into another class . A mage can wield a sword if he chooses to gimp himself in one type of magic school or two. But make it a meaningful choice. higher power spells being really useful. Fights where you rather have your mage being able to defend himself in melee then cast.

  17. Simply do not follow the past rulesets by the letter. Have a large variety of weapons and do not pigeon hole the classes into using certain weapons. For example a fighter has to use a two handed sword for maximum damage. Have weapon damage be practically identical across the board. How effective the weapon you are using depends on the enemy resistance to slash,blunt,pierce and the tactics you employing. DnD has cool weapons like spiked chains and what not but they are not "optimal". Because of damage differences is stupid. Weapons should be less about damage and more about what tactics they bring to the table. 

  18. Yes I like to see some variation of dragon. How about instead of being the genius level intellect creatures like how they are in DnD. They are arrogant stupid douchebags. They do not prey, meddle or care about humans because it would just get them killed faster. They are not too powerful but practically immortal compared to DnD dragons. Because they have more survival instincts and are smart enough use their wings to fly away from fights they are going to lose. Less about being magical beings more about being top of the food chain.

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